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10.2.7
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10.2.6
Beta
Infinite duration flame shock?
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Post by
195690
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Post by
greywolfsage
In the shaman changes it was mentioned that Fire Nova was granted a refresh mechanic.
But it looks like someone derped it. Made it add the time on, not just reset the timer, rofl.
Post by
318206
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Post by
120504
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Post by
greywolfsage
Well I'll be....
Should be interesting to see where this leads.
Post by
Gnub
The talent is working as stated in the
tooltip
, every Fire Nova that hits a target with Flameshock adds 6 seconds to the timer, not refresh it. If two Fire Novas hit a Flameshock then 12 seconds gets added. Fun mechanic.
Indeed. With 5-6 Flame Shocks up, Magma Totem and Earthquake down, the amount of numbers on screen is absolutely hilarious. Had a lot of fun on the scorpions in Firelands so far because of that. Just too bad that the general AoE packs dies too fast to be able to get a Flame Shock up on all of them. :)
Post by
195690
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Post by
811385
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Post by
Ordayc
I absolutely love the new mechanic, but I have my doubts that Call of Flame and Fire Nova will make it out of 4.2 in their current form. I ran quite a few Alterac Valleys over the last few days to play around with it, and it is hard to believe that this combination is not overpowered there (and possibly in other places as well).
First of all, the damage in large-scale battles is totally insane. It takes some time to build up, but as soon as a few Flame Shocks are spread, it is virtually impossible that Flame Shocks fall off 'naturally' (by running out of duration) if Fire Nova is cast on cooldown. Flame Shock then becomes a quasi-permanent DoT.
What makes the combination even more worse (for the enemies) is that with the
FN glyph
and a few Flame Shocks active, a huge area is covered by Fire Novas with a single FN cast, making it enormously difficult for enemies to drink, stealth, or get out of combat (this must have been very frustrating). I've seen people at low health desparately trying to avoid to zerg, but there's always someone around with a Flame Shock active. Furthermore, in case the shaman dies in a longer battle, they have it easier to continue where they left off, because the extreme Flame Shock durations usually mean there's a few people left with Flame Shock still active. Lastly, Fire Nova's lack of LoS requirement and its huge range (100 yds) make it easy to avoid any direct enemy contact and still hit the whole zerg.
Post by
120504
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Post by
greywolfsage
@Ordayc
Not just that, but in a BG setting with chokepoints and several enemy players, only one FS has to be dispelled from anyone to proc
.
my mind
Post by
Ordayc
Not just that, but in a BG setting with chokepoints and several enemy players, only one FS has to be dispelled from anyone to proc
.
Yes, exactly. I'm looking forward to testing the following: apply multiple Flame Shocks and wait for Lava Flows to proc; then follow up with Unleash Elements, Elemental Mastery and possibly a trinket or Berserking, and trigger a Fire Nova. Not only will the next Fire Nova deal a lot of damage, but all the re-applied Flame Shocks will be greatly empowered as well. Then, it should be easy to throw out lots of Lava Bursts with
Lava Surge
. (I have tested the Lava Surge behaviour with 7 Flame Shocks active on training dummies and it was already impressive – I wonder how this would have been with all the Flame Shocks being haste-boosted by Lava Flows, Ele Mastery and Berserking.)
However, so far I achieved better results with my Enhancement spec, which not only allows to cast Flame Shock and Fire Nova indefinitely without drinking (at least with
), but it also adds a great deal of damage due to mastery and the second (glyphed) Flametongue.
Post by
Gnub
I might just get into PvP after these last few posts.
That, along with Unleashed Lightning... yes please! :D
Post by
Haxzor
teehee
Post by
852053
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Post by
718208
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Post by
Runawaynow
Alright, alright, here's my scoop.
It's "handy" for fights with spawning/high HP adds... namely
The Lich King
. I even messed it up, too :(
And yes, I macro'd it on training dummies and got one stack up to 20 hours duration for the lulz. I had flame shock on almost every training dummy in Org at one point. I logged off and came back, it was still ticking. I went to work for 8 hours and came home, it was still ticking. I raided Firelands, came back, it was still ticking.
It's only op for fights where
the mobs have infinite health
the mobs are clustered together
the mobs cannot kill you
specifically, training dummies.
So as funny as it may be to log on and see 6 numbers already on your screen, I don't think that's reason enough to nerf it :)
Post by
255458
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